Dynamic Indirect light cache #68463
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Reference: blender/blender#68463
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The idea would be to have a multiple level cache that stores a voxelized version of the scene to render the irradiance points.
Each voxel would be linked to a set of surfel (surface elements) that stores color and normal of the surface.
Each time the lights in the scene changes, the voxelized version is updated and propagates the change to the irradiance points.
This means having a list of surfel per voxel (say 6, 8) and a list of voxel per irradiance points.
This would be a mix of The Division dynamic indirect lighting [link]] and Mc Guire raytraced irradiance probes [http:*jcgt.org/published/0008/02/01/|link.
This feature might be limited to hardware that supports compute shaders.
This is not a trivial feature and needs a lot of R&D.
Estimate : 4 weeks
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not only..
Intel starts to work its way up with raytracing in its CPUs...
https://blenderartists.org/t/intel-jump-on-the-real-time-ray-tracing-train/1181697
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"Estimate : 4 weeks" you are fast! Can't we get a gofundme for you or something? :-)
Eevee is an excellent middle ground between Cycles, and games engines (that look still, well, like game engines). At 50 times the speed of Cycles, there is a lot of room to make Eevee usable for film quality, cone GI, scattered DoF, adaptive tessellation, automated, decimated LODs at a distance. All of these would be game changers for Blender and the industry.
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This comment was removed by @Eary
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Hi @Eary please don't post any content that is not open source or that you don't own the rights yourself. I'll delete your post for now but feel free to re-post your thoughts if you can elaborate looking at Blender only.
Ok I am going to replace those content with regional screenshots of the light pattern and typed text for those names of the source files
So what I originally posted was a screen cap video of a certain early access source-available software, but since I cannot post it here, I would replace it with this:
This looks very familiar to Eevee's baking pattern, and thus I think there might be some similarities between that realtime GI system and this "Dynamic Indirect Light Cache" project. I am more certained about that after reading these few words from the certain source-available software's source codes:
It seems kind of similar to the description of this page:
This gives me more hope and I am very looking forward to Eevee with this Dynamic Indirect Light Cache done, because I think it is in the right direction. I originally thought this could be a reverence for the devs in development of this Eevee project, but it seems like it is not even appropriate to mention its name here.
Is this ok now? I removed all contents that was directly signaling that software. . I think it should be fine. About the screenshot, I surely don't own the software but I own the art that I made with it, so I think it should also be fine.
@Eary The company behind this "certain early access source-available software" is going to share more detail about their implementation at Siggraph which should be public resources. They already have done this in the past and EEVEE is already partially based on their publications in the field of Realtime Compute Graphics.
Oh good to know, thanks
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